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General Tabletop Discussion
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Magic item traders, cursed items, and hapless buyers or shoplifters
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<blockquote data-quote="Celebrim" data-source="post: 9036226" data-attributes="member: 4937"><p>I mean fungible in the sense of a form of wealth that is readily convertible into other forms of wealth. The magic mart economy prevalent in some varieties of 3e and on is that you can buy an item, resell it for the same price later and convert that stored wealth immediately into some new and better item. This is not the situation that prevails in my game world.</p><p></p><p>Items have perceived value and you can cash in on that value in some fashion, but it's not then possible to convert that wealth freely into a different item. Items can't be transformed into other items - they are non-fungible. If in the unlikely event you did buy an item, it's resale value would be lower than its selling price. Sellers of magic items, even if they exist, are trying to operate at a profit and have considerable costs and considerable investments and considerable knowledge and skill in their industry and as such expectation of commiserate profits. It's not at all clear that it's an easy business to get into and make money in. </p><p></p><p>I mean that while magic items are valuable, their value is often closer to priceless than being a commodity like copper, sides of beef, or frozen concentrated orange juice. As such, you can just expect to find or have a particular item. You very much can't count on the ideal items for your build. I had a player design a two-weapon fighter, but then found a two-handed weapon that was so good and so worked for his skills that his feats and early investment in two-weapon fighting stance went largely unused. He had no ability to turn that weapon into something he wanted more, and even selling the item for anything like a fair price would have proved pretty tough. Heck, neither he nor I had any real idea what that fair price would be, but it was more than any town merchant was likely to have.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9036226, member: 4937"] I mean fungible in the sense of a form of wealth that is readily convertible into other forms of wealth. The magic mart economy prevalent in some varieties of 3e and on is that you can buy an item, resell it for the same price later and convert that stored wealth immediately into some new and better item. This is not the situation that prevails in my game world. Items have perceived value and you can cash in on that value in some fashion, but it's not then possible to convert that wealth freely into a different item. Items can't be transformed into other items - they are non-fungible. If in the unlikely event you did buy an item, it's resale value would be lower than its selling price. Sellers of magic items, even if they exist, are trying to operate at a profit and have considerable costs and considerable investments and considerable knowledge and skill in their industry and as such expectation of commiserate profits. It's not at all clear that it's an easy business to get into and make money in. I mean that while magic items are valuable, their value is often closer to priceless than being a commodity like copper, sides of beef, or frozen concentrated orange juice. As such, you can just expect to find or have a particular item. You very much can't count on the ideal items for your build. I had a player design a two-weapon fighter, but then found a two-handed weapon that was so good and so worked for his skills that his feats and early investment in two-weapon fighting stance went largely unused. He had no ability to turn that weapon into something he wanted more, and even selling the item for anything like a fair price would have proved pretty tough. Heck, neither he nor I had any real idea what that fair price would be, but it was more than any town merchant was likely to have. [/QUOTE]
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